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Grand Necromancer

gustavo iglesias's page

Pathfinder Society Member. 2,903 posts. No reviews. 1 list. No wishlists. 1 Pathfinder Society character.

1 person marked this as a favorite.

I've recently bought Race for the Rune Carved Key, to addapt it for my Rise of Runelords/Shattered Star non-PFS campaign. It's nice.

However, unless I'm missing once and again something, I still don't know what is the Rune Carved key for. Is it used in some other different PFS scenario? What can you use it for? Or is it just a McGuffin, without real value, other than the historical one?

I know the canon material for a few Runelords, how they survived and where they are trapped.

Karzaug survived in Xin-Shalast in an extradimensional pocket realm between Leng and Golarion, as seen in book 6 of Rise of Runelords.

Krune went into a slumber (how fitting for a Sloth runelord), and he's described in The Waking Rune.

Sorshen, the Runelord of Lust, is inmortal thanks to the ritual seen in Curse of Crimson Throne (ritual that Queen Illeosa seeks for herself), and is currently trapped below The Great Mastaba, in a vampire filled dungeon which may or may not being trying to bring her back right now.

Zutha, the Gluttony lord, hid his soul in an artifact, the 3 part Gluttonous tome, which will transform his owner back into Zutha if it's ever put together. It's currently held by a Taiga Giant Lich, at least 2 parts of it (seen in Shattered Star "continue the adventure" stuff)

So, what about the other 3? Is there any canon, or hint, about how they survived, or where they are hidding? It's easy to suppose that Azlanist might be hidding below the Hollow Mountain, but that's not sure as far as I know. Also, I have no clue about how did she attain inmortality or survived the 10.000 years since the Earthfall.

The other 2, I have no clue

In a thread about fan added content to graul's farmstead, I read once a interesting encounter/creature to add. But I can't find that thread again, don't remember the monster name, and can't find them again.

It was some sort of undeads, dead babies un jars, that could break and be released. But it's like finding a needle in a haystack.

Does anyone remember that thread ir know the monster's name?

In my RoRL and ShStar mixed AP, I want to flex out the brotherhood of 7.
My idea is that, although they are all of them pawns of Karzaug, they might be related to the 7 sins somehow. My players jumped into that as soon as they heard it, and as I'm also using the shards (and plan to involve more runelords,some of them as background, some appearing like Krune with the PFS escenarios), it's fitting I think.

I think I have 6 of them. Ironbriar, Aldern Foxglove, Xanesha, Lucretia, Nualia, and Avalexi (the Succubi from Dawn of Scarlet Sin, which I'm going to play too). Those could be an "avatar" of Pride, Gluttony, Sloth, Greed, Wrath and Lust,although Aldern or Xanesha could represent Envy if the new candidate fits better with s different one But I need a 7th one.
I would like it to be relevant before the giants start to become omnipresent.

Sheyla Heidmarch would be huge shock value. Lonjiku might work too. Maybe a leader of Lissala Cult? Trying to raise Krune? Some addition from any extra PFS scenario or some stand alone adventure?

I'm currently in the process to GM Rise of Runelords (players are lvl 2). I've thought recently about reporting it as campaign mode for PFS. It's homebrew, uses Unchained extensively, and a couple of home rules (not very relevant, such as some devils being demons and the other way around)

But I'm doing a mash up with Shattered Star. I'm including parts of SS in RoRL. So, my questions are:

1) Can I still report RoRL if I make some changes to it (both "cosmetic" changes such as Nualia being Antipaladin instead of fighter/cleric, and "substantial" changes such as adding an enterely new Oni enemy to Thisteltop to cater one of my player's background)?
2) Can I report "parts" of Shattered Star? For example, if we play book II of Shattered Star (which I plan to), can I report it?
3) If I can't... can I still report RoRL if I played a book of another AP in the middle of it?

Hi everybody. I'm running a mashup shattered shards/raise of runelords (based mostly on runelords, but with some elements of shattered shards, like the shards themselves, part of The Crow Dungeon under the glasswork, Lady of light, etc).

I want to play up the sin thing, most of my players played book 1 of RotR under some other GM and they know the sins matter, but they don't know how. I'm thinking about making the sins (or virtues) have weight when playing with the shards.

I've made them put points in a virtue/sin axis, like the old Pendragon RPG, so they have 20 points split in Wrath/kindness, Envy/charity, Greed/generosity, etc. "Neutral" players go 10/10, sinful or virtous players go up to 5/15 or 15/5, and extreme cases might go 20/0 or 0/20 (like, say, a pacifist cleric with no weapons and only healing spells could have 0/20 in wrath/kindness).

I'm trying to think ways to play up the effect of sins and virtues. Besides the obvious (sins of saviors dungeon), where could I use them? Somebody has some idea about how to play sins and the shards? Like, your sin empower the shard a bit, or your virtue make you more resistant to the sin, something like that?

I'm looking for inspiration. I think I'm "almost there", in the sense I think I know what I want to acomplish, but still lack the final idea about the mechanic itself

I'm going to start a RoR campaign to test some of the new unchained rules (specially the new action economy)

Problem is: we have 3 PC.
Tiefling Oni Spawn Samurai
Varisian Witch
A viking of some kind, class undecided but probably bloodrager, maybe magus skirnir.

RoR is already TPK-happy, even with more players. Also, the new action economy makes it a bit more dangerous.

I let them build 25pt chars. I'm thinking about using hero points too. What else could I do? (i preffer not using GMPC if that's possible)

I really love most of the options in Unchained. I'm interested in simplified magic, but I feel there's something "wrong" with it. When a character goes to lvl 7, he suddenly can cast *less* level 1 spells. Anyone else is concerned by this? It feels unorganic.
I understand that the idea of the system is giving less low level spells, and trade versatility for sheer spellcasting power. But the drop is HUGE. Instead of 5 lvl 1 spells, you cast ONE (plus INT bonuses). It's specially concerning for some classes that use a lot of lower level spells (like Magus with shocking grasp), but it affect everyone (suddenly, your daily cast of mage armor forbids you to use protection from evil or charm person).

What solutions would you use, if you find this not desirable? I'm thinking about using the table, plus INT bonus (instead of INT bonus/4).

Hi everybody!
After a long hiatus, I'm going to play in the brand new "Giantslayer" adventure path.

Reading the Player Guide, it gives me a good amount of hype. It suggests a lot of builds made to play *as* a giant, sort of. Titan Mauler, Titan Fighter, and this kind of stuff.

I read about Goliath Druid, and I really like the concept, and I feel it REAAAAALLY fits the player guide spirit. So that's what's going to be my character.

My first few concepts reduced the starting point to either half-orc or dwarf. Dwarf sounds extremely powerful in this AP, with so many racial traits against giants, and +CON and +WIS is as good as +STR from the half orc, probably. Half-orc has a great vibe for the goliath, though (easy to re-skin as a half troll, which probably will be you go-to form later on), and the favored class bonus is quite cute (+1/3 NA). Also, the Dwarf trained trait *sort* of help to reduce the gap with dwarves in the anti-giant department.

A few things I need to know for Goliath Druids.
They can only wildshape into dinosaurs, megafauna and giants. But Ptenarodons descrpition says they are not considered dinosaurs (they are pterosaurs). Are they considered dinosaurs for wildshape? If not, is there *any* option for a flying form for Goliath druids? If not, how do you overcome this?

Weapons or claws? I like characters that aren't glass cannons. I like survivality, and thus, I like AC. Druids in wildshape often are a bit of weak in the AC side. Goliath have some extra toughness over regular pouncing-dire-tiger-druids, at the cost of a lot of damage, though. Shillelagh + Shield seems to be a decent combo for a while, and gives you a nice bump in AC, which might help to keep the character in the "only hit with 15+" zone of confort. But later, you'll lose a ton of damage that way. Troll form gives you bite + 2 claws + Rend, which isn't bad, and more damaging than shillelagh + secondary bite, but still can't compete with pouncing by any means. Could Vital strike help to solve that? I'm trying to stay within theme, so I'm not going to be a conqueror ooze, but maybe Shillelagh + Large/huge sized club could be decent enough? I'm not trying to be the highest damage in the table, just not being a dead weight.

As a snapshot, at lvl 12, as Half Orc you could have:
+9 AC (+3 breastplate, made of ironwood or dragonscale) + 2 luck (jingasa + fate favored trait) +1 Insight (ioun stone) + 4 shield (+2 regular shield) + 4 natural armor (giant form) + 4 natural armor (favored bonus) +5 enhanced natural amor (barkskin) +2 deflection (ring) + 1 Dex -1 size, for something around 41 AC, which might be up to 43 with feats (shield focus, dodge if you want) and 45 vs giants (dwarven training trait from the campaign), which is enough to be hit only with 20s by CR11 Cloud Giants, which sounds about Ok. Specially because you'll have also Regeneration 5, damage resist, several resistances (planar wildshape into a fiendish ice troll, for example). Saving throws also are OK, except for reflex. You'll raise wisdom decently, and troll form gives you +4 CON, and both Will and Fortitude are good saves for you, plus you have +2 luck from orc tattoos and fate favored.

But the damage department might be more troublesome, though. By this level, a wand of Shillelagh probably won't be enough anymore (although I think it's quite viable until here). As a Large Troll, with Shillelagh, your damage would be +3d6 only, even with vital strike and devastating strike it won't be impressive.

The above lvl 12 dude would have something like:
15 starting stregth +2 racial +3 level ups + 4 enhancement + 6 size bonus, or str 30. With Shillelagh, it would have something like:
+9 BAB + 10 str + 1 enhancement + 1 competence (ioun stone), +21 to hit, for 6d6 + 10 (str) +1 (enhanchement) + 6 (devastating strike), or 6d6+17 for a vital strike, same round you move. Could use Power Attack for extra -4 to hit and +8 to damage, but it's not that good for 1h weapons.

Compared to pouncing allosaurs, that's sad. A full round would have 3 attacks, including the secondary bite, but that's not really impressive anyways. 2 claws + bite + Rend would do a bit more (depending on how much Greater Magic Fangs you spend, quite a lot more, especially with amulets of natural weapons with Holy, or Giant Bane or something like that), but then you lose like 4-5 AC, and you are no longer in the "hit with 20s" cattegory. I guess if you want to do damage, you should be using a dinosaur form instead of a giant form anyways. Maybe with a level of barbarian, so you can use furious Finish? It seems that pouncing allosaurs, and vital-striking tyrannosaurs are going to do a lot more damage.

Any suggestions?

PS: companion would be a Ankylosaur or Stegosaur, I think

Just checked the ACG playtest. Haven't done before.

I have to say the classes are very good. I *love* Maneuver mastery from the brawler.

I'm actually thinking about banning all the CRB classes from my games :/

Great classes, Paizo. I love what you can do when you aren't bound by heritage from 3.5

Is it even possible? We are going to play RoR once I finish DMing Way of the Wicked (which is awesome btw). This time I'll play instead of DM. Our DM is concerned about the balance between full casters and non-casters, and I had this crazy idea.

What about a group of 5-6 wizards (we are unsure about keeping our 6th player)? Is it possible to defeat this AP with a group based enterely on wizards?

The idea is to build different school wizards. Some could/should be unconventional (such as a Transmuter with more Str than Int and melee-focused, or something like that). With a good summoner's minions, maybe necromancer's too, you could have a good bunch of tanking bodies.

The real problem: antimagic shell, and magic inmune monsters.

So, what do you think? Crazy idea?

3 people marked this as FAQ candidate.

I'm planning to play a druid Bear Shaman soon. And I'm looking at the bear companion stats.

Why on hell they suck soooooo much?
They start as Small creatures, while big cats are medium. They only advance to medium, while cats are large. The big cats have more str and constitution too! They should call tge spell "tiger's endurance" instead of bear's endurance.

I don't mind losing pounce, and rake, for flavor reasons. But WHY ON HELL is the lion companion bigger than the grizzly bear companion? And stronger and with more con too? Why is the bear a cub?

Edit: just noticed that the bear DOES NOT have grab. But the big cat has grab, pounce and rake. Dude, seriusly, the one who developed the animal companions is too much fan of big felines. Or too little fan of balance. There's no reason at all to take a bear over a lion, except fluff (another "you have to suck if you want flavor" game tax, I guess

3 people marked this as FAQ candidate.

Here is the rule:

"Ineffective Weapons: Certain weapons just can’t effectively
deal damage to certain objects. For example, a bludgeoning
weapon cannot be used to damage a rope. Likewise, most
melee weapons have little effect on stone walls and doors,
unless they are designed for breaking up stone, such as a
pick or hammer."

(core book, page 174)

What does "little effect" means? I've been discussing this lengthy in another thread (this ). What does "little effect" means?

There are two positions.

One of those positions means that innefective weapons (such as a longsword, or quarter staff, or bladed scarf vs a wall) rolls damage normally, and then substract hardness normally, while those weapons that are effective (such as a warhammer, maul or pick) destroy it with more ease (using a second rule, called vulnerability, that says
Vulnerability to Certain Attacks:
Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness)

My position is that those weapons that are inneffective and do "little effect" (such as wooden clubs, spiked chains or kerambits) can't damage the wall normally. They do, at most, scratchs (that may allow you to draw the Z of Zorro, but can't tear down the wall), while the weapons that are effective against it, use regular damage vs hardness (and I reserve vulnerable rule for things like a demolition charge, or using fire vs a keg of lantern oil)

In any case, the ruling is (and should be) quite vague about which weapons are effective or not. For example, a Ram, which is not explicitly mentioned, could be treated as an effective weapon, if the GM thinks it's so. And some materials will have differen't effective weapons against it (for example, axes might be effectives against trees, while warhammers aren't). The question is, those weapons that aren't effective, are "inneffective weapons" and thus do "little effect". What does this mean?

I'd like to hear a FAQ about this.

1 person marked this as FAQ candidate.

Hi. This is my doubt:

Animate Dead allows you to control 4x CL in HD. I assume that any permanent raise in Caster Level is also a permanent raise in the number of controled undeads (so, a Varisian Tattoed necromancer, with +1 CL in necromancy, could raise 2x HD extra and control up to 4x HD extra. A character with a trait that gives him +1 CL to Animate Dead would work similarly).

However, my question is more about non-permanent raises.

If a character has a Ioun Stone with +1 CL... get 4 extra HD? What happen when he takes the ioun stone out to sleep?

What happen with temporal buffs, like Death Knell or Death Twine?

Assuming he loses control of those undeads created and controlled through temporal buffs, when he loses the buff... is the reverse also true? If I hit a necromancer with Enervation, and he loses 1 CL, does he lose control of 4HD of undeads??


Anybody can help?

1 person marked this as FAQ candidate.

Hi. This is my doubt:

Animate Dead allows you to control 4x CL in HD. I assume that any permanent raise in Caster Level is also a permanent raise in the number of controled undeads (so, a Varisian Tattoed necromancer, with +1 CL in necromancy, could raise 2x HD extra and control up to 4x HD extra. A character with a trait that gives him +1 CL to Animate Dead would work similarly).

However, my question is more about non-permanent raises.

If a character has a Ioun Stone with +1 CL... get 4 extra HD? What happen when he takes the ioun stone out to sleep?

What happen with temporal buffs, like Death Knell or Death Twine?

Assuming he loses control of those undeads created and controlled through temporal buffs, when he loses the buff... is the reverse also true? If I hit a necromancer with Enervation, and he loses 1 CL, does he lose control of 4HD of undeads??


Anybody can help?

51 people marked this as FAQ candidate. Answered in the FAQ. 6 people marked this as a favorite.

I've just read the Bracers of the Falcon. Where Bracers of Archery gives you a +1 competence bonus to hit, for 5000 gold, Bracers of the falcon gives you Aspect of the Falcon continously. That's +3 competence bonus to perception, +1 competence bonus to hit, and your crit becomes 19+/x3. For 4000.

So that just mean Bracers of Archery are obsolet, and nobody else buy any one, in any magic shop, ever. They've become the VHS of magic bracers after DVD is out.

Hi. I'm DMing an evil campaign in October (the gorgeus Way of the Wicked, by the way)

For several reasons, I want to make available a feat for Hellfire. Mainly because it fits themathically, but also because the antagonist is the church of the Sun and Holy Fire and all that jazz, and there are quite a lot fire-inmune enemies around.

So I was wondering how could I make Hellfire into a metamagic feat.

Hellfire is a fire that burns with unholy power. It does 1/2 fire damage and 1/2 unholy damage, which does double damage to good outsiders (the unholy part). It's described in Book of the Damned, and so far, there's only one way to obtain it, the Diabolist Prestige Class.

The Diabolist can use it once per Charisma modifier per day, as a free action. So the question is how to use it, without steping too much on the Diabolists feet.

My first impresion is to make it a +2 caster level metamagic feat. That puts it in the same league than "empower", which is close imho. If you use a Hellfire Fireball or an empowered fireball against a non-fire resistant outsider, you do x1.5 damage. The empowered fireball would do 1.5 damage to non-outsiders as well, but it more or less balance with the fact that Hellfire fireball would damage fire inmune creatures, such as a fire elemental.

But I'm not sure yet. Maybe other option is to mimic Diabolist, and make the feat usable once, twice or three times per day, without paying extra levels... Anyone here has a better suggestion? Any idea?

7 people marked this as a favorite.

I've seen a lot of threads asking for help with Sorcerers builds lately. There are very good Wizard guides in the forum, but the few Sorcerers' guides aren't complete (and they don't seem to be completed any time soon)

So I just made one.

Here you go:

Inner Power. A guide to Sorcerers

I'm planning to DM CC in a few months, when we finish Kingmaker. I have read through the first two modules and have skimmed the rest, and I find it's a great AP to be played in a slightly more advanced era.

When I read it, I get the feel of Solomon Kane, Bram Stoker, Warhammer Fantasy Witch hunters, MtG Innistrad expansion and Van Helsing.

I want to focus on that feel. I think I'll let firearms (maybe not gunslinger pistoleros shooting revolvers, but allow Firearms to work for players as a secondary weapon to fire and forget -or fire and slowly reload-). Even if I don't (not sure yet, I don't like PF firearms rules that much, shouldn't be touch attack imho. Ignore 20 points of natural armor in a Dragon is too much, it´s a flintlock musket, not a laser gun), I want to make it feel at least more modern.

So I want them to get crossbows instead of bows, forget Plate armor and go for rapier-longsword-sabre instead of two handed swords and war-axes. The problem is you gimp several classes doing so.

I was thinking about giving Crossbows "Deadly shot" trait. That means they work like the gunslinger deed: you only make one shot, but roll to attack as much as you have in attacks, and roll the damage together.

What about armors? Maybe giving Aldori Swordmaster's technique to everyone, so the Fighters don't get shafted?

Ok. The LG cleric in our group blinded himself to destroy the Occulus.

I'm aware that, RAW, nothing forbids him to cast a remove blindness spell and getting back to normal, but we don't think it's fancy, and our GM says that they Occulus will reform if he is not permanently blinded (I happen to agree, this is the easiest artifact to destroy, evah)

So far, he keeps playing with the character. He has leadership feat and a paladin cohort, that makes for a bodyguard, and he resorts to healing spells, buffs, and area effects, which do not really need targeting.

Is there any way to overcome this? I'm looking for (pathfinder only) feats that give you blindsight, or magic items, etc. I thought about Eldritch heritage to get a familiar, or something like that, but some of the options seem to be useless (getting blindsight at lvl 20 is pointless).

Is there any option to gain "sight" while being "blind"?

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